Dynamic Char Spec
The .dyc file specifies skeletons and a parts file. Skeletal morphing is also partially specified here. A .dyc file says "This character type is dynamic," which implies that it uses at least one of the features listed on the Dynamic Characters page. If you don't need any of those features, your character type doesn't need to be dynamic and you shouldn't use a .dyc file.
- Specialized characters that you see infrequently, like boss characters or a dragon that appears only once in the game, generally shouldn't have a .dyc.
A .dyc usually goes in the same directory as the character specification (.dat), although that's not required. If your .dyc file is in the same directory, then a full path name does not need to be specified for the Model property in the character specification file.
Sample .dyc file for most creatures
Version=1 [SETTINGS] Skeleton=skeleton.(file extension) PartsSpec=sunok.par
Sample .dyc file for a morphing character
Version=1 [SETTINGS] Skeleton[Human]=Character\Dynamic_2\Shared_Geometry\Female\skeleton.(file extension) SkeletalMorph[Dwarf]=Character\Dynamic_2\Dwarf\Female\skeleton.(file extension) SkeletalMorph[Ilvari]=Character\Dynamic_2\Shared_Geometry\Female\skeleton.(file extension) PartsSpec=HumanLike_Female.par FaceGen=Character\Dynamic_2\Human\Female\FaceGen\facegen.dat
The Skeleton property specifies the base skeleton for the character. Specify additional skeletons for skeletal morphing using the SkeletalMorph property.
- A new character will by default be 100% the base skeleton and therefore 0% all other skeletons.
The names in  are used to map skeletons to FaceGen control keywords that correspond to the appropriate skeletal morph (see skeletal morphing for more information).
The PartsSpec property simply specifies the path to a .par file.
The FaceGen property is optional and specifies the path to a facegen.dat file.